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本帖最后由 VIPArcher 于 2014-8-17 20:35 编辑
用這果文字比較好看
@character 帮你艾特一个人 VIPArcher留- #-------------------------------------------------------------------------------
- # Galv's Event Pop-Ups
- #-------------------------------------------------------------------------------
- # For: RPGMAKER VX ACE
- # Version 1.1
- #------------------------------------------------------------------------------#
- # 2013-03-03 - Version 1.1 - crash fix
- # 2013-02-24 - Version 1.1 - release
- #------------------------------------------------------------------------------#
- # Just another pop up script, nothing special here other than I made it (which
- # could be less special! haha). Manually create a text pop up or automatically
- # whenever you give the player an item via event command - pops up the item's
- # icon above their head with amount gained.
- #------------------------------------------------------------------------------#
- # SCRIPT CALL to manually call the pop up
- #------------------------------------------------------------------------------#
- #
- # popup(target,type,id,amount)
- #
- # # target = event id you want popup to appear on. 0 is for player
- # # type = :item, :armor, :weapon or "Other Text"
- # # id = the item, armor or weapon id OR icon id if using "Other Text"
- # # amount = how many of item you wish to display are being gained or lost
- #
- #------------------------------------------------------------------------------#
- # EXAMPLES:
- # popup(0," Skulls",1,5) # '5 x Skulls' with icon 1 above player
- # popup(2,"Hello ",0,0) # 'Hello' with no icon above event 2
- # popup(4,:item,1,-10) # -10 Potions (with icon) above event 4
- #
- # NOTE: The Gain item, weapon, armor and gold event commands automatically pop
- # up with the item gained/lost. Only one pop up can be active at a time.
- #------------------------------------------------------------------------------#
-
- ($imported ||= {})["Galv_Map_Popups"] = true
- module Galv_Mpop
-
- #------------------------------------------------------------------------------#
- # SETUP OPTIONS
- #------------------------------------------------------------------------------#
-
- DISABLE_SWITCH = 1 # Turn swith ON to disable this.
-
-
- SE_GAIN = ["Item1",100,100] # "SE_Name",volume,pitch when gaining item
- SE_LOSE = ["Miss",100,100] # "SE_Name",volume,pitch when losing item
-
- # These sounds only play with the add or remove items event command. Custom
- # item pop up won't display a sound so you can play your own.
-
-
- Y_OFFSET = -50 # Y offset for popup text
-
- CURRENCY_ICON = 361 # Icon that appears when gaining/losing money
-
- FONT = "Arial" # Font used for pop ups
- GAIN_COLOR = [255,255,255] # RGB colour for gaining item text
- LOSE_COLOR = [255,200,200] # RGB colour for losing item text
-
- #------------------------------------------------------------------------------#
- # END SETUP OPTIONS
- #------------------------------------------------------------------------------#
-
- end
-
-
- class Game_Map
- alias galv_map_pop_gp_initialize initialize
- def initialize
- galv_map_pop_gp_initialize
- end
-
- alias galv_map_pop_gp_update update
- def update(main = false)
- update_popup if @popsprite
- galv_map_pop_gp_update(main)
- end
-
- def update_popup
- @popsprite.update
- end
-
- def dispose_popup
- @popsprite.dispose if @popsprite
- @popsprite = nil
- end
-
- def popup(target,item_type,item_id,amount)
- @popsprite.dispose if @popsprite
- character = get_ptarget(target)
- item = get_pitem(item_type,item_id)
- @popsprite = Sprite_PopText.new(@viewport1,character,item,amount)
- end
-
- def get_ptarget(target)
- if target == 0; return $game_player
- elsif target > 0; return $game_map.events[target]
- end
- end
-
- def get_pitem(item_type,item_id)
- case item_type
- when :item; $data_items[item_id]
- when :weapon; $data_weapons[item_id]
- when :armor; $data_armors[item_id]
- else; [item_type.to_s,item_id]
- end
- end
-
- end # Game_Player < Game_Character
-
-
- class Scene_Map < Scene_Base
- def dispose_spriteset
- @spriteset.dispose
- $game_map.dispose_popup
- end
- end
-
- class Sprite_PopText < Sprite
- def initialize(viewport,target,item,amount)
- super(viewport)
- @character = target
- @item = item
- @rise = 0
- @rise_speed = 0
- @amount = amount
- create_bitmap
- update
- end
-
- def dispose
- self.bitmap.dispose
- if @icon_sprite
- @icon_sprite.bitmap.dispose
- @icon_sprite.dispose
- end
- super
- end
-
- def create_bitmap
- if @item
- @icon_sprite = Sprite.new
- @icon_sprite.bitmap = Cache.system("Iconset")
- end
- @x_offset = -92
- self.bitmap = Bitmap.new(200, 20)
- self.bitmap.font.size = 20
- self.bitmap.font.name = Galv_Mpop::FONT
- self.bitmap.font.shadow = 20
- self.bitmap.font.bold = true
- if @amount >= 0
- self.bitmap.font.color.set(
- Galv_Mpop::GAIN_COLOR[0],Galv_Mpop::GAIN_COLOR[1],Galv_Mpop::GAIN_COLOR[2])
- else
- self.bitmap.font.color.set(
- Galv_Mpop::LOSE_COLOR[0],Galv_Mpop::LOSE_COLOR[1],Galv_Mpop::LOSE_COLOR[2])
- end
- self.z = 2
- end
-
- def update
- super
- update_position
- update_bitmap
- update_visibility
- update_icon if @icon_sprite
- end_popup
- end
-
- def end_popup
- return $game_map.dispose_popup if @rise >= 280
- end
-
- def name_text
- if @item.is_a?(Array)
- amount = @amount > 1 || @amount < -1 ? @amount.to_s : ""
- return amount + @item[0].to_s
- elsif @item
- amount = @amount != 0 ? @amount.to_s : ""
- return @amount >= 1 ? "x" + amount : amount
- else
- return ""
- end
- end
-
- def update_bitmap
- @rise += 1
- self.bitmap.clear
- self.bitmap.draw_text(self.bitmap.rect, name_text, 1)
- if @item && @item.is_a?(Array)
- self.draw_icon(@item[1])
- elsif @item
- self.draw_icon(@item.icon_index)
- end
- end
-
- def draw_icon(icon_index)
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- @icon_sprite.src_rect = rect
- @icon = icon_index
- end
-
- def calculate_y
- if @rise_speed > 0
- @rise_speed -= 1
- return -(@rise * @rise_speed * 0.2)
- else
- return 0
- end
- end
-
- def update_position
- self.x = @character.screen_x + @x_offset
- if @amount >= 0
- self.y = @character.screen_y + Galv_Mpop::Y_OFFSET + calculate_y
- else
- self.y = @character.screen_y + Galv_Mpop::Y_OFFSET - 10 + @rise * 0.2
- end
- end
-
- def update_icon
- @icon_sprite.x = @character.screen_x - name_text.length * 4 - 20
- @icon_sprite.y = self.y - 2
- @icon_sprite.opacity = self.opacity
- end
-
- def update_visibility
- self.opacity = 500 + (name_text.length * 20) - @rise * 6
- end
- end # Sprite_PopText < Sprite
-
-
- class Game_Interpreter
-
- def psound(amount)
- if amount > 0
- RPG::SE.new(Galv_Mpop::SE_GAIN[0],Galv_Mpop::SE_GAIN[1],Galv_Mpop::SE_GAIN[2]).play
- elsif amount < 0
- RPG::SE.new(Galv_Mpop::SE_LOSE[0],Galv_Mpop::SE_LOSE[1],Galv_Mpop::SE_LOSE[2]).play
- end
- end
-
- alias galv_map_pop_gi_command_125 command_125
- def command_125
- difference = $game_party.gold
- galv_map_pop_gi_command_125
- amount = $game_party.gold - difference
- return if amount == 0 || $game_switches[Galv_Mpop::DISABLE_SWITCH]
- psound(amount)
- $game_map.popup(0,"",Galv_Mpop::CURRENCY_ICON,amount)
- end
-
- alias galv_map_pop_gi_command_126 command_126
- def command_126
- difference = $game_party.item_number($data_items[@params[0]])
- galv_map_pop_gi_command_126
- amount = $game_party.item_number($data_items[@params[0]]) - difference
- return if amount == 0 || $game_switches[Galv_Mpop::DISABLE_SWITCH]
- psound(amount)
- $game_map.popup(0,:item,@params[0],amount)
- end
-
- alias galv_map_pop_gi_command_127 command_127
- def command_127
- difference = $game_party.item_number($data_weapons[@params[0]])
- galv_map_pop_gi_command_127
- amount = $game_party.item_number($data_weapons[@params[0]]) - difference
- return if amount == 0 || $game_switches[Galv_Mpop::DISABLE_SWITCH]
- psound(amount)
- $game_map.popup(0,:weapon,@params[0],amount)
- end
-
- alias galv_map_pop_gi_command_128 command_128
- def command_128
- difference = $game_party.item_number($data_armors[@params[0]])
- galv_map_pop_gi_command_128
- amount = $game_party.item_number($data_armors[@params[0]]) - difference
- return if amount == 0 || $game_switches[Galv_Mpop::DISABLE_SWITCH]
- psound(amount)
- $game_map.popup(0,:armor,@params[0],amount)
- end
-
- def popup(target,item_type,item_id,amount)
- $game_map.popup(target,item_type,item_id,amount)
- end
- end # Game_Interpreter
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